OK, first of all, this looks like a must have for my next playthrough of TFTD! (And my first OpenTFTD.)
Shaped charges - rework the proximity mines to have higher damage, but only one square damage radius {making it possible for aliens to step out of range, depending on the placement}
Mines just detonate. I don't know what system you had in mind, but I don't believe we can do anything close to what you described.
and hullbuster charges, likewise with one square radius, high weight {i.e. a rookie would have to drag it along, nevermind throwing} and size and enough power to break through ship walls for alternative entrances.
That's an old idea, and I have nothing against it. Would probably be unreasonable in X-Com 1, but after all it's the future...
Also, the usuals, like sniper rifles and shotguns.
Can you set a weapon to surface only? I'm a total n00b when it comes to OpenTFTD.
One pivotal concept I'm uncertain about is accuracy - it's possible to snipe enemies from one end of the map to another, but it's also possible to miss a point-blank shot. What I'm considering is cranking up the accuracy for all weapons into triple digits, but also forcing much shorter ranges {depending on the weapon role}, which would make close-quarters combat a lot more initiative-based, but also nerf long-range sniping with inappropriate weapons. Thoughts?
Oh Great Dreamer, no. That's a crazy solution to a nonexistent problem.
Just... try shooting an enemy which is 1 metre from you and actively trying to kill you, and we'll see if you hit.
And that's even before reminding that even though X-Com is a turn-based ame, it represents real-time action, so there's always a lot of moving around, especially at clase quarters.
OXC's gauss arsenal has been implemented, though with a lot of rewriting and balance changes. I've also added two new gauss craft weapons, essentially capacity-upgraded versions of Ajax and DUP.
Cool!
Gauss weapons have also been changed to damage type 1 {armor piercing} from the original 4 [gauss/laser}, both because it makes sense narratively, the only weapons currently using it are store-bought peashooters and because I want to use type 4 for MiB's electric weapons down the line. It also means I'll have to tweak enemy units' armors as a result, though.
Excellent decision.
And finally, there's a couple of cheat objects in the mod that I put in just for the sake of testing - you can use them or don't, it's up to you. I think I have the bugs hammered out, so I'm looking forward to actual field testing. If there are weapons you stick with because they're clearly better than others, or ones you don't because you consider them useless, let me know.
Hmmm... OK
Here is a fluff only idea:
USOPaedia pages for the new tech will have shorts excerpts at the beginning in the style of Alpha Centauri quotes (related question: if there is no space for additional text, is it possible to make the text scroll-able or have the page have sub-pages of its own?)
I'd love that, but there's no way of making the text scrollable. The best I can suggest is making two separate pages that are both unlocked.
Interesting choice of name .. Zakharov...
As Quinch mentioned Alpha Centauri, it's a name of a scientist from the same game.
Actually, this could be the same person in an alternate reality - in Alpha Centauri, the aliens never attacked. Or at least not in 1999, because at some point in Alpha Centauri's timeline, the Earth goes silent...
Finally, may I ask if you plan to move sonic weapons further down the research tree? They're almost as easy to obtain as plasmas in X-Com 1...